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gemthe 

prison of

zardax
a puzzle adventure for
neoclassical geek revival
and osr adventure games
by zzarchov kowolski
The

Gem Prison
of

Zardax
an adventure for characters of levels 3-6 for use with
Neoclassical Geek Revival
or your favourite
Old School Roleplaying Game

written by

Zzarchov Kowolski

art by

Scrap Princess

cartography by

Simon Forster

edited by

Michael Moscrip

layout by

Chris Huth

© Zzarchov Kowolski 2015


Printed in Canada
ISBN 978-0-9920472-9-0
synopsis managed to destroy most of the Elven
The gist of this dungeon is that it is a self- Wardens, but he ended up running out of
inflicted trap. It forces the party to solve free time as other matters came up so he
a number of puzzles to escape without left it in a half-completed state and just
dying in a psychedelic prison that shifts hoped that any enemies he trapped in
around them. there wouldn’t notice.

the gem prison how it works


Thousands of years ago, about 27 (luring people in)
minutes before the dawn of history, a If the gem is held up to the moonlight it
band of Elven wizard priests and the will envelop everyone nearby in a flash
last remnants of the star visitors made of light and pull them into the prison,
peace amongst the smouldering villages dumping them into its entry way (room
of their human slaves. Before they both 1). In the ancient era this was done as
retreated from the earth, they combined an elaborate ritual to conclude legal
their knowledge to create a prison for the proceedings against war criminals or
greatest monsters and villains they had living weapons no longer needed. A
unleashed in their war. rumour has gone around (encouraged by
This took the form of a brilliant Zardax) that the gem works as a treasure
gem of constantly shifting hues. It was map. If one holds it up to the moonlight
constructed with the secrets of both the it will shine out a map to a fabled lost city
faerie world and the sciences from beyond onto the ground. Zardax has been known
the stars so that neither side’s prisoners to sell the gem to his enemies through
could escape without the agreement of middlemen, making his enemies bargain
both parties. A host of volunteers were hard and pay for the privilege of being
sent to act as wardens for all time before trapped. As the middlemen usually don’t
the gem was passed on to the elder of the know it is a trap, he sometimes has to go
(now free) humans. through several before he finds one who is
The nature of human wars has meant willing to sell it rather than try to find the
that this sacred object has changed hands treasure themselves.
many times throughout history, but the Once trapped inside the gem prison
solemn nature of the item in their charge there is no escape without the Great Key,
has always made such acquisitions a a golden implement crafted by both the
sombre affair. Well, until about 30 years Elves and the Star Visitors. Zardax is the
ago, when a wizard named Zardax got a only one with the key. Like all locked
hold of it and decided to try to rework doors, there are always less official ways
it into what he considered “sleek” and one could try to break through...
“modern”, with a lot of radical puzzles to
slowly kill his enemies in overly elaborate the rooms
ways after he told them all of his plans Originally, all of the rooms were made
in a drawn out monologue. He began of grey limestone with marble archways
destroying the wardens and reforming to hold the doors. Only three rooms
the very fabric of the prison, completely maintain this construction (rooms 6, 11,
annihilating the star visitors. He also and 16). Zardax revamped the rest of
the rooms to be built out of a coloured it closes will be thrown violently to one
material similar to sheet rock, with a thin side for 1d6 damage (random if you don’t
layer of pyrite paint acting as a marker for know which side more of the object is on).
doorways. Each room is a different colour. If the object can’t be thrown to one side
The wizard thought it looked “spooky” (say a rope fastened on both ends) it will
and “cosmic”, though it just seems tacky be cut in twain.
now. The rooms are lit by ethereal orbs of A door can be “locked” into position
light, no bigger than a firefly. Clouds of if a sentient member of the party is on
these orbs slowly float through everything both sides. This will make the connection
in random eddies and tides. Should between the two rooms permanent until
someone start digging or mining through someone moves. Doors from one part
the walls of a room, they would find they of a “room” to another part of that room
are about 10 feet thick. Beyond that is an (such as the entry way) function the same
endless psychedelic void. as other doors, but they are permanently
locked in place (they always lead to the
the doors same place).
The most important component of this A note to be very clear: the glyph
adventure are the doors between rooms. on a door shows the room the door is
Without them this would just be a slightly in, NOT the room it leads to. This is
tacky dungeon. What is on the other the same for the blue/orange energy
side of the door changes every time fields indicating a room being a cell or
it is opened. This makes the dungeon another room; you cannot use the door
constantly shifting unless the players find to predict what is on the other side. The
a way to game the system. glyphs also have a bunch of information
The doors are really more like about the room they are in if the players
opaque energy fields set into the rooms. decode them, so it is important you draw
Most are a reddish orange colour, but the them EXACTLY as shown if the players
doors in a room labelled as a cell have show interest in that. Minor changes can
blue energy fields. In the centre of each break the code and make it impossible
energy field is a copper plate shaped like to decipher. I am also not going to tell
a human hand. In the palm of each hand you the code, but it shouldn’t take you
is the glyph of the room the door is in. too long to figure out, as you have all of
Pressing the copper hand plate causes the the information about the rooms at your
door to instantly disappear, and a random fingertips and the players don’t.
room to be visible on the other side of Example: The players begin in room
the doorway. This path leads to the “In” 1, and look at the door to the south. It
arrow on each room’s diagram. If a room is an orange energy field with a copper
is already in play (it has another doorway hand plate bearing the glyph of room 1.
open or “locked” to it) then the next Pressing the hand plate makes the door
highest room is used (a 15 becomes a 16). disappear, and reveals (random roll) room
A doorway will stay open for 30 seconds. 17. This looks like a hallway with another
25 seconds after opening, an ethereal mist door at the end, so the whole party walks
will form in the doorway as a warning. in and moves all the way to the end. The
Anything caught inside the doorway when door ahead of them is orange, and has
the glyph of room 17. The door behind that no one has come back and opens
them closes. Two members of the party the door, he will not see the hallway he
go back to look at the door they just came was expecting, but instead (random roll)
through. It is orange and bears the mark room 5. Unfortunately the entry point for
of room 17. The other three members 5 is already in use by the other players, so
of the party forge ahead and continue. the number is bumped up to 6. He thus
They press the copper hand plate and doesn’t meet up with his friends, but is
the orange door disappears, leading to shown a very uninviting path instead.
(random roll) room 9, a cold room filled
with ice. They explore briefly when the random encounters
door closes behind them, cutting them off Random Encounters occur based on
from the rest of their party. They see the the number of times a portal between
door they went through is blue and shows different rooms closes. ngr: Opening a
the glyph for room 9. In a panic they door causes 1d4-1 suspicion osr: Every
press the copper hand plate and the door 3-18 door closings, denizens of the prison
disappears, revealing room 17. Because get restless and go exploring. After that
party members had been left in room 17, encounter is triggered, the next encounter
the connection between the rooms was will occur in 3-18 door closings. It is
locked open. The three party members always a countdown to the next encounter.
are relieved, and go back to exploring 9. To use the encounter table roll a
When the door closes, it is blue with the d8, a d6, and a d4. The d8 and d4 are
glyph to room 9 from inside room 9, but used to generate a result from 2-12. All
orange with the glyph to room 17 inside three dice are used to randomize what is
of room 17. The two party members encountered. There is only ever one roll of
in room 17 open the door they believe the dice. They will come from the nearest
should lead to room 1. Pressing the door that isn’t “locked” or already open.
hand plate, the door vanishes revealing Note that just because PCs can only
(random roll) room 7. Curious, one party access 20 “rooms” in the Gem Prison
member explores the room. As there are doesn’t mean there are only 20. There
now sentient people in rooms 7, 17, and could be dozens of other rooms that
9, the doors between them are locked into house monsters who stumble into the 20
place. The lone PC in room 17 can open rooms the PC can shunt between. If the
and close the two doors in their room, players somehow find their way into one
and always see that one leads to room 7 of these monster rooms, assume it is a
and one to room 9. Noticing this, they random coloured room that is crumbling
run to room 9 to get the other three party into dust in the middle of a psychedelic
members. When they get into room 9 void. If a PC stays in the room past the
and explain that something weird is going door closing, they are lost. Don’t worry
on, the door closes. There is no longer too much about the logistics of the extra
someone on both sides of the doors. They rooms, the whole gem prison exists
are not locked. When the four party in dimensions above our own that the
members in 9 open their blue door, they human mind simply attempts to render as
see (random roll) room 4. When the familiar length, width, and height.
poor lone party member gets worried
prep to run this adventure
• Roll a d20 thirty or so times and write down the results in order.

• Roll a d8, a d6, and a d4 twenty to thirty times and write down
the results of each die (e.g. 2,1,4).

• Generate random memorized spells for Azoozl, the level 10


wizard. (osr only)

random treasure a final note


Treasure is usually stored in fur sacks You don’t have to, but I’d remind any osr
sewn together from a number of magic-users about to cast “dispel magic”
mammals, from lowly rats and rabbits to of how bad an idea that would be while
mink and wolf. Small patches are sewn they are trapped inside a gem smaller than
together into a patchwork. No one is sure the radius of the spell. It might not be
why, other than the wizard seems to like obvious to a regular Joe how that would
it that way. The d8 and d4 are used to end up murdering the entire party, but it
generate a result from 2-12, and all three would be fairly self evident to a wizard of a
dice are used to randomize any additional high enough level to cast that spell, who is
details of the treasure There is only ever currently watching floating lights through
one roll of the dice. a psychedelic haze.
If a wizard with the sage power
pre-generated numbers somehow manages to disassemble bits
It becomes really obvious, really quickly, of the prison, there are various portal,
that the doors are random if you are trigger, rune lock, barrier, summon and
always rolling a d20. Before you run the other spells they could choose from. If
adventure, roll a d20 like 50 times and put that comes up (which is unlikely unless
the numbers in order. Use this for random they are god-like when they enter) you
room rolls. If the players haven’t figured can mirror the effects with various
this out by that point, I think rolling a d20 template spells from the main book, so
is a fair hint. it did not feel like a good use of space to
I would use a similar mechanic for include them.
the d8, d6, and d4 numbers. These can
be put in a big list to determine random
encounter frequency, what is encountered,
ancient texts, and random treasure.
1 the entry way
walls: Vivid Orange

The party always


starts in this room
at the “start”
location. If they
were intentionally
tricked into being
trapped in the Gem
Prison, this would be a good place for Zardax to
have thrown some form of recorded message spell
taunting them and listing their crimes against him
and his schemes. There is not much more in the
entry chamber itself, but the large side room has
some obscuring walls (1 foot thick) and contains
a recently dead giant grub (looks like something
slashed it up and ate a small portion). There is a
parcel of random treasure.
the white room
walls: Pure White 2
This room is a featureless white
cube. It also has a silence effect
cast upon it. No noise is possible
in the room.

ngr: Staying in this room


lowers suspicion by one per round and causes 1
point of stress every minute.

osr: Staying in the room more than 5 minutes


resets the counter towards the next random
encounter, as they lose track of the party. Staying
here for more than half an hour will risk causing
mental distress as per a confusion spell.
3 the vault
walls: White with Red Polka Dots

This room has two


possible entries. If
the previous room
was The Hub or
The Controller,
the players enter
into the rear portion of the room with three random
treasures, and a desk containing an ancient text,
crumpled papers, and two black candles. There is also
a barred actual physical door (wood) leading to the
other half of the room. If the players enter from any
other room, they see the other side of that wooden
door, which is festooned with jagged iron spikes and
shards of metal. Attempting to open the door is very
difficult (ngr: Strength -10 osr: open doors check
-3). Failure deals 1d8 damage from the spikes (unless
precautions are taken), and generates a lot of noise
(ngr: 3d6 suspicion osr: summons a random
encounter). The crumpled papers are of a modern
paper or parchment and contain the following notes in
Latin, or a similar trade tongue in your game.

One man would enter and then refuse to change


Add a second man and they will become greedy for treasure
A third man will make them risk everything and then bring ruin
By the time a fourth arrives, none of the four can leave
A fifth man would simply have to keep moving on
the cell of the
dimensional
walls: Neon Green
visionary 4

The far side of this


room is the lair of the
Dimensional Visionary.
It has a collection of
trinkets assembled over
the years (The Staff of
Power, 400 glass coins,
3 random treasures).
It is too small to fit
through the doors, but
it periodically buds and
sends its children out to
search for an escape.
The walls are twice
as high as normal. The
Dimensional Visionary
is just a larger, more
powerful floating eye.
5 thewalls:
hub Grey

This room spins one rooms 8/18, rooms 9/19, rooms 10/20,
set of doors per round, rooms 11/1). On rooms 5/15, the door
centred on the central leading to 5 will not open (you can’t enter
blue pillar, with a this room from itself). The hub cannot
grinding noise. The door be “locked” into place, and can be used to
the players enter is mirrored on the other bypass any other condition that prevents
side by 10 (either + or -). If they entered you from entering a specific room
this room from room 19, the opposing (sometimes forcing doors closed so it can
room would be room 9. If they entered re-open them itself).
from Room 8, the opposing room would
be room 18. Each round this shifts up (so
the ruins
walls: See Description 6
This room appears to be made of
limestone bricks, but it is hard to tell
due to the raging inferno that seems
to be engulfing it. The smoke never
seems to build up enough to smother
the flames. Moving through the room to the far door
deals 1d6 damage. The far door (not the one the
players enter) always leads to The Ancient Forum (11).
7 the lucky room
walls: Vibrant Green

This vibrant green room


is empty except for some
Elven writing on the wall:
“If this is lucky you will
be rewarded, If this is
unlucky you will die”.
This is the lucky room. If the lever
in 12 is thrown, an ancient tome with a
value of 25 will materialize in the centre
of the room, suspended in a pillar of
light. It is entitled “Mysteries of the 7th
dimension” (ngr: Contains the spell ngr: All luck checks or luck die rolls
ESP). Other than the glyph (which is gain a +1 bonus in this room.
very similar) this room appears visually
identical to room 13.
the lock
walls: Pinkish White 8
This room is a pinkish
white octagon, but,
unlike every other room,
the floor has a tile mosaic
showing a blue infinity
symbol. Anyone entering this room
from another room will come into a
random available door (one that is not
open nor “locked” into position). Any
door that opens into this room will be
“locked” until someone actually enters
this room. If people keep backtracking,
they can fill up this room and make it
unavailable without going through an
existing room.
9 the cell of
the icewalls:
people
Bluish White

This room is 15 below freezing,


and full of snowmen surrounding
a frozen fountain. Frozen in the
bottom of the fountain (barely
visible as a discoloured lump)
is an Iron Key. The small room
is the lair of the five remaining
ice people. They are wearing
heavy plate armour, helmets, and
wielding great swords made out
of some form of super-hard ice
(hard enough to count as +1 steel
(half size)
equipment if kept below freezing,
otherwise it simply melts). Small amounts
of snow cover the floor, never more than
a quarter inch thick. The back hallway has
two random piles of treasure and a secret
door (there is a latch in the seam where
the ceiling and wall meets, covered by a
thin layer of paint). The door leads to the
exit (Room 20). The previous leader of the
ice people crafted the Iron Key (which has
a magical counter built into it) to escape
from the prison. He hid it in the fountain
to wait for a chance to escape (if the Gem
Prison wasn’t in a frozen wasteland when
they escaped, they would simply die in
the heat). During the millennia following,
the leader died at some point, and the
remaining Ice People have gone slightly
insane and forgotten who they are and
that the key even exists. They speak elven,
and think they are elves. They are not.
the controller
walls: Cyan 10
This room is a hallway with a
bizarre set of stone cubes. The
cubes are set into a 3 x 3 grid in a
panel beside the far door (which
has a unique green energy field).
The door has 19 copper hand plates laid out in a 5 x
4 grid, with a missing hand plate on row 2, column
5. One side of the cubes have symbols carved on
them (see below). If they are removed from the
grid, the opposing side is copper plated. Two of the
cubes have cracks and chips in them that seem to
have been poorly glued back in with pitch. This was
a puzzle lock, but previous adventurers broke it. It
can’t open now, barring use of the Iron Key from 9
(which is a bit of a waste). If it is opened, the puzzle
lock will disappear, glyphs will appear on each hand
and the green door will become functional. The
19 hands on the green door has one of every glyph
on one of the hands with the exception of this one.
They are in numeric order, left to right and top to
bottom. The glyphs allow anyone from this side to
choose the room they wish to move to by pressing
the corresponding glyph. The green door cannot be
opened otherwise.
11 the ancient forum
walls: None.

This “room” is a
limestone slab floating
in a psychedelic void.
In the centre of the
circular portion of
the slab is an eternally
burning flame. The
flame will teleport
anyone or anything
who jumps into it
into the centre of a
randomly rolled room.
After it has been rolled
the first time, jumping
into the flame always
teleports the person
to that room. The
doors are contained in
marble archways. The
far door (not the one
the party enters from)
always leads to The
Shrine (16). That is not
bidirectional unless
the door is “locked”.
Jumping into the void
is equivalent to death.
There are always a
random encounter
worth (d8 + d6 + d4)
of cat headed elves in
this room when it is
encountered. If the
room is abandoned,
more elves will come.
the gauntlet
walls: Pastel Blue 12
This room’s walls have
piston driven mashers
that come together
every x intervals (each
masher is different).
Near the door are the following words
in elven “Test your luck”. On the other
3
side of the mashers (which cause instant
death) is a lever with words above and
below. It is currently in the “up” position
7
with the phrase “Safe in Ignorance”. The
words in the down position are “The
Risk of Knowledge”. This will trigger the
5
appearance of the books in rooms 7 and
13 if thrown to the down position, and
cause them to disappear if thrown to the
2
up position.

3
2
13 the unlucky room
walls: Vibrant Green

This room is identical in


every way to 7, except if the
lever in 12 is thrown it will
conjure a cursed version
of the tome where every
piece of text has been replaced with cursed
text that explodes into flame when read (for
2d6 damage). The interior pages have been
soaked in explosives and accelerant, causing
an additional 4d6 damage. Any thief,
rogue, or specialist who is well versed in
committing arson (so any PC) has a chance
of noticing the faint smell (ngr: 6+ on an awareness die roll
osr: roll a 1 on a d6). This is in addition to any chance of
detecting cursed text or similar traps.

ngr: All luck checks or luck die rolls suffer a -1 penalty in this room.
the cell
of the necromancer
walls: Black with Red Splotches
14

This room is the


prison for Azoozl
the splintered, a
necromancer from an
ancient era. His living
form long ago decayed to dust. He now is
housed in the body of 5 wraiths that hide
invisible in the five points of the room. Despite his
efforts, he cannot leave the room. There is a portal
set in an interlocking stone circle in the floor. It
shows a random room each round, switching the
next, working similar to a one way door. The door
out of the room can be disabled at will by Azoozl,
but he cannot prevent someone from outside the
room from opening the door. He will wait for
a party to enter before disabling the door and
emerging from the corners. All five wraith bodies
share the same pool of hit points and spells. Azoozl
has nothing left to live for but to cause suffering
and death to others. Upon his death, his gem eye
will materialize and fall to the ground.
15 the weightless
walls: Purple

The ceiling in this triangular room


is twice as high as normal. There
is no gravity in the room, which
can make manoeuvring about
fairly difficult for anyone but the
giant eyes. After any athletic action, an individual
must make an agility/dexterity check or be sent into
an uncontrollable spin. Each round an individual
in a spin can attempt to make an agility/dexterity
check to exit the spin as their action. If you have
better or already existing zero-gravity rules, just use
those instead. If all three doors are opened, a door
appears on the ceiling. This door always leads to the
Entryway (1) if the players can reach it.
the shrine
walls: Grey Limestone 16
This room is made of
grey limestone. A Sphinx
is carved on the far
wall, with glowing blue
gems for eyes. When
the players try to steal the gems, they will
emit harmful energy that will require the
nearest creature to make a saving throw
or suffer 2d12 damage. While the Sphinx
still has its eyes, no monsters will enter this
room. The cat headed elves may enter this
room, but will not respond with violence
in the room and will flee if attacked. Time
passes at 3x the normal rate in this room, something that is useful
to immortals for healing. There are a few sleeping rolls containing
skeletons in the room. They have 2 steel daggers, a half eaten
wineskin and 50 ft of hemp rope remaining as equipment.
17 thewalls:
secret
Dark Green

The south wall is


slightly on an angle
if examined with
architecture. There
is a latch set in the
wall between the
angled wall and the
ceiling. Forcing a
dagger through the
seam along the wall
will eventually free
the latch, letting the wall drop flat. On the other side is a stone altar
containing three random ancient texts. Guarding the room are 12
skeletons wearing leaf cloaks, wooden masks resembling human faces,
wooden splint armour, and wielding staffs. The cloaks are dried leaves,
but are strangely resistant to fire. See the treasure section for more
details on the leaf cloaks.
the well
walls: Brownish Red 18
There are two giant
grubs nesting in the
room. The well is a
functional well with
water in it. It looks
out of place and would seem more
suited to a fairy tale. A comically
cliched wooden sign is beside the
well with the following text written
in Elven: “Warning: Well is broken,
it only gives bad luck”. Throwing a
coin in the well curses an individual
(ngr: Curse from a faith of 8
osr:-1 to all die rolls for 1 month),
but the coin will end up in room 13.
The water is potable.
19 the cell of the
silver wasp mother
walls: Light Blue

The ceiling is
three stories up.
There is quite
a bit of fog in
the room, and
the corners of the room are piled
high with giant wasp eggs. In
the centre of the room is a giant
silver wasp. After the first time it
is alerted to the presence of others
in the dungeon, it will wait by the
entrance and launch its stinger
through as soon as the door opens.
It will continue this until it proves
to be a bad plan (ie, it suffers some
horrible trap set by the players).
The Wasp is as big as a dragon.

(half size)
the exit
walls: Yellow Heavy Plaid 20
is d100, a specialist rolling a d6
has a d6 penalty, and a d20 ability
check has a d20 penalty. The Iron
Key in 9 will dispel the magic
of the door and simply open it
without harm or risk.
The room is guarded by 6
naked “humans” with owl heads.
They are extraplanar creatures.
They each have a pair of silver
rapiers. They won’t start a fight
unless attacked, or someone
actually manages to open the
door (or has an obvious way to
do such). They will banter in a
friendly manner, and will offer to
let the players out if one of their
party volunteers to be eaten alive
Opposite the door by the owls. They have no malice, they
the players enter is a just like to eat people alive. Still, they have
glowing green door. limits and require consent. They aren’t
Instead of a normal actually supposed to let anyone out, they
hand print it contains just are slightly corrupt and willing to let
a gem resembling the gem prison, the odd escape slide for a cannibalicious
with an iron bound keyhole somehow snack. They can also give a brief history
embedded in it. The door roils with arcs of the gem prison, its origin as some form
of magical energy. That door leads out. of temple, and the few inhabitants who
If someone attempts to pick the lock, won’t leave (Cat Headed Elves) when their
the lock attempts to rebuild itself in master (the wizard) took it over a few
the process. While this is happening, centuries back and tried to modernize the
the door will build up energy and will place (the tacky colours). They will also
release a wave dealing d100 damage to discuss the prisoners, though they only
whomever is picking the lock (ngr: know general descriptive information
This is stun rather than damage, though about them. They have no idea why they
it will probably still kill at those levels), are locked up, or for how long (they don’t
regardless of success or failure. The roll really track time, being immortal). They
is made with a penalty equal to the die guard the place because the wizard tricked
rolled by the lock picker (which is not them into revealing their true names.
known until the lock picker decides to They refuse to give any names or even
keep working at it, risking death). So if nicknames for themselves any longer.
you use percentile thief skills the penalty
random treasure random monsters
2: Ethereal Blade 2: Room Catches Fire for 1d6 rounds
3-4: Black Lotus 3-4: d6-1 Giant Silver Faced Grubs
5: d8 Gold Rings 5-9: d8+d6+d4 Cat Headed Elves
6-8: Pile of glass prisms (d4 x 5) 10-11: d4 Giant Silver Faced Grubs
9: Quiver of Silver Arrows (12) 12: d6/3 Giant Eyes
10: d6 x d8 x 10 baby teeth
11: Expensive Furs (d8 x 2)
12: d6/2 Magic Crystals

ancient texts
ngr: The book contains a random spell of the dice result x 10 silver pieces.
built by using the spell generator results osr: Contains a random spell of a level
generated by rolling a d8+d6+d4. The equal to the d8+d6+d4 result divided
same result is used to generate the title, by 3 (round down). They are also worth
which allows the book to be used by a the d8+d6+d4 result x 10 experience to
literate individual as a skill of the same a wizard, specialist (not a thief), or bard.
name provided they have time to use the The book has a library value and treasure
book as a reference. The book has a value value equal to that result.

book title (Duplicate books gain no additional purpose beyond selling)

d4 d6 d8
1 The history of Prehistoric Beings
2 Experiments with/on Spirit (Haunted) Plants and Herbs
3 Secrets of Faerie Warfare
4 The encyclopedia of Demonic Tombs
5 Atlantean Cities
6 Transdimensional Jewellry
7 Rituals
8 Gods

spell generator
d4 d6 d8 (odd/even)
1 Virgil’s (d4) Unknown (Force) Trick / Spark (cantrip)
2 Zardax’s (d6) Ghostly (Mental) Restorative/Shift (regeneration)
3 The secrets of (d8) Mischievous (Plant/Poison) Explosions / Wave (blast)
4 Azoozl’s (d12) Unholy (Fire) Prison/Dungeon (imprison)
5 Ancient (Lightning/Medicine) Wall / Barrier (barrier)
6 Extradimensional (Raw magic) Strike / Bolt (bolt)
7 Breath / Stream (cone)
8 Words / Song (words of power)
spell template
1: cantrip 2: regeneration
Difficulty: +0 Difficulty: (1+ d4 result) per power level
Cost: +1 Cost: 2 per power level
Range: N/A Range: Self
Complexity: 0 Complexity: 2

This spell creates a minor magical effect This spell allows the caster to heal injuries
such as sparkles, wisps of vapour, soft they suffer. The caster heals a number of
coloured light or minor musical effects. points each round equal to the power level
This can be cast alongside another spell by of this spell. This spell has a duration of
increasing that spell’s difficulty by 1. The (d4/2 result) rounds per power level. What
exact effect is based on the d6 result: type of points are based on the d6 result:

1: The roar of a tiger echoes from the 1: damage (except fire and acid)
caster’s mouth. It is loud enough to 2: stress
cause a die of suspicion to the caster. 3: poison (no damage is suffered)
(the die is based on the d4 result) 4: damage (including fire and acid)
2: A green aura appears over the 5: disease
caster for ?dX rounds. (dX is the 6: mutation
d4 result die size)
3: Childlike giggling fills the area for ?dX
rounds. (dX is the d5 result die size)
4: A die result worth of small vermin
(worms, beetles, spiders) fall from
the caster’s sleeve. (The die is based
on the d4 result)
5: Somewhere in the distance, the sound
of thunder echoes (the caster may
make the thunder sound a number of
times up to the d4 result),
6: The caster must pay an additional die
of cost after the spell is cast. The die
is based on the d4 result. The caster
may point at a target and attempt
to zap them (attack roll) to deal an
amount of stun to the target equal to
the amount of mutation points towards
a protoplasmic blob the target has
accrued per success scored.
3: blast 4: imprison
Difficulty: 3 per power level Difficulty: 4 + (d4 result) per power level
Cost: 2+(d4 result) per power level Cost: 10
Range: Medium Missile Range Range: Touch
Complexity: d4 result Complexity: 3+(d4 result)

Blast represents the myriad of spells that This spell potentially locks a mystical or
cause a deadly explosion. The caster will incorporeal creature (such as a ghost,
hurl an explosive ball at a target location, demon, djinn or dryad) into an object. The
which will explode upon impact. Any object itself is always considered a spell
caught in the blast radius will suffer one component and not always a beneficial
exploding die of “damage”. The die size is one. Living objects require a willing target
based on the d4 result. The blast diameter (including a calm but unaware target).
is 10 feet per level of the spell. Saving The being is trapped and powerless in the
throws are allowed as normal. If you are item until the spell expires, or the object
using abstracted movement, this should is broken or interfered with in some way
hit 1 person per power level in a target (ie, opening a box or uncorking a bottle).
area. The “damage” is based on the d6 result: The spell deals a die of potential damage
to the target per power level. This die is
1: an orb of force is hurled that explodes
based on the d4 result. If this damage
(stun damage from a blunt source)
would kill or incapacitate the target, the
2: a ghostly skull is hurled that explodes
target is trapped in the item. Otherwise
into a spray of screaming ghostly
the damage can be ignored.
forms (stress)
The object required is based on the
3: a ball of green gas is hurled that
d6 result:
explodes (poison)
4: a ball of flame (damage from fire) 1: clay totem (breaking the
5: ball lightning that explodes into arcs totem frees the spirit)
of electricity (electrical damage that 2: mammal skull (looking into
ignores metal armour) the skull’s eyes frees the spirit)
6: a pulsing blob of energy (mutation 3: a living flower (if the flower dies
into protoplasmic blob) the spirit is free, the
flower becomes ageless)
4: a living goat (if the goat
dies the spirit is free)
5: a copper bowl or pot with a lid.
(opening the lid or melting
the pot frees the spirit)
6: a word (anyone saying the
word frees the spirit)
5: barrier 6: bolt
Difficulty: (d4 result) per power level Difficulty: 1+(d4 result) per power level
Cost: 5 per power level Cost: 1 + (d4 result) per power level
Range: Short Missile Range Range: Long Missile Range
Complexity: 1 Complexity: d4 result

This spell creates a wall or barrier with Bolt represents any of the many offensive
a size and shape of the caster’s choice. spells that allow a wizard to target a lone
This barrier has a length of up to 5 individual with deadly force. The bolt will
(cumulative) feet per power level and arc out at the target, with a (+2 - d4 result)
a height of up to 5 feet per power level. attack modifier per power level. On a hit
Depending on the exact version of this it will deal 1 die of “damage” times the
spell it will either be a solid or damaging power level of the spell; the damage die is
barrier. A solid barrier (force field, briars, based on the d4 result. The “damage” type
ice, etc) can absorb (d4 result x 3) points is determined by the d6 result:
of damage per power level, with a DR of
1: a bolt of compressed air (blunt, stun)
1 per power level. A damaging barrier
2: a ghostly ray of light (stress)
(fire, lightning, poison gas, etc) will do
3: a jet of poisonous liquid
1 die of damage (based on the d4 result)
(contact based poison)
per power level of the spell if someone
4: a lance of flame (fire damage)
attempts to cross the barrier, and 1 die of
5: an arc of electricity (electric
damage if they merely touch the barrier.
damage, ignores metal armour)
The magical portion of the barrier has
6: a beam of raw energy(mutation
a duration of (d4 result) cumulative
into protoplasmic blob)
minutes per power level. After that point
any materials conjured by the spell will
remain. For example, an ice barrier would
leave a large slab of ice behind that would
melt normally, while a poison gas barrier
would leave a cloud of poison gas behind
that would drift and settle normally. The
material is based on the d6 result:

1: force field (solid)


2: ghostly illusion (damaging, stress)
3: neon green roses (solid, touching
the wall deals 1 die of poison)
4: fire (damaging)
5: arcing grid of lightning (damaging,
ignores metal armour)
6: invisible energy (damaging)
7: cone 8: words of power
Difficulty: 3 per power level Difficulty: 1 per power level
Cost: 2+(d4 result) per power level Cost: (d4 result) per power level
Range: 5 feet per power level Range: Audible
Complexity: 1 Complexity: 1

Cone represents any offensive spell that Words of Power represent all of the
features a billowing array expanding various magic words that can cause
outward from the caster such as fire unfortunate side effects to a target. The
breath, chain lightning or a blast of wizard makes an appeal against a number
freezing air. The cone will have a diameter of targets equal to the spell’s power level
at any point equal to the distance from with a +1 bonus per power level. The
the caster. So 5 feet out from the caster, targets suffer a die based on the d4 result
the cone will have a diameter of 5 feet. of “damage” per success scored. The d6
The spell will deal 1 die of damage per result indicates the type of damage.
power level of the spell, reducing by 1 die
1: pain (stun)
for every five feet from the caster, until it
2: hallucinations (stress)
reaches 0 dice. The damage die is based on
3: toxins form in the
the d4 result. If you are using abstracted
bloodstream (poison)
movement, this should hit one person in
4: the blood boils (damage)
your area for full damage and/or 1 person
5: a feeling of intense nausea (disease)
per power level for 1 die of damage in a
6: transformation into a protoplasmic
neighbouring area. The type of damage is
blob (mutation)
based on the d6 result.
A roll of 7+5+1 would result in a book
1: a gust of compressed air (blunt
called The History of Atlantean Rituals
stun damage, also a single
worth 130 silver pieces. In osr games it
knockdown check)
would contain a random 4th level spell and
2: a ghostly beacon of light (stress)
be worth 130 experience points when read
3: a gust of poisonous gas (poison)
by a wizard, specialist, or bard. In ngr
4: a gust of flame (fire damage)
it would count as a skill about Atlantean
5: multiple constantly sparking arcs
Rituals when used as a reference material,
of electricity (electric damage,
and would contain the spell “Virgil’s
ignores metal armour)
Ancient Breath”, a version of cone that
6: a cone of energy (mutation into
costs 3 per power level and deals 1d4
protoplasmic blob)
electric damage per power level from
arcing electricity.
monsters
giant silver faced grub If they score the exact minimum number
The grubs are aggressively hungry and required to hit they secrete d4 points of
will immediately attempt to eat the PCs. grub poison. Each point of grub poison
A grub will not attempt to kill more gives a -1 universal penalty, and paralysis
than one human or similar creature each when the points equal the victims health.
(such as a dog or donkey), though they Grub poison abates at a rate of 1 point per
will attempt to defend their meal from hour. Upon death, the silver on the grub’s
retrieval. If the PCs prove formidable, the face will heat and melt off, pooling on the
grubs will flee and seem to have figured ground. The silver is equivalent to 1d12sp
out how to open doors. They will attempt
osr: 2 Hit Dice, Armour as padded/
to hide in room 19 if pursued, as they are
leather, Attack with bite(d8 with re-
children of the Giant Silver Wasp. The
roll), poor morale, half as fast as an
meat of the grub is poisonous to humans,
unencumbered man. If a grub scores an
elves, and halflings but not to dwarves.
exact hit, the target must make a saving
The grubs are pony sized larvae with large
throw vs. poison or suffer a dose of grub
pincers and heads that are painted silver.
poison, granting a -1 penalty to attack and
Their bodies are bloated and white, coated
armour class for each point of damage
in a thin mucus.
dealt. Grub poison abates at a rate of 1
ngr: Size modifier 2. Their bloated body point per hour. Upon death, the silver
counts as bulky light armour, and their on the grub’s face will heat and melt
silvered head counts as a full helm. Their off, pooling on the ground. The silver is
jaws are large, exotic, slashing weapons. equivalent to 1sp per hp of the grub.
giant silver wasp
The wasp appears as a tyrannosaurus
sized wasp made out of polished silver.
It is trapped inside its room and can do
nothing beyond lay more eggs, which
hatch into the giant silver faced grubs that
menace the prison.

ngr: Size modifier 10. The Wasp is


very quick (16 agility) but is quite stupid
(3 intelligence). The chitin counts as
plate armour made of silver and a full
helm. The wasp attacks with its stinger
(large, piercing, devastating), which also
deals 1d20 points of grub poison. Each
point of grub poison gives a -1 universal
penalty, and paralysis when the points
equal the victim’s health. Grub poison
abates at a rate of 1 point per hour. Upon
death, the wasp will heat and melt,
pooling on the ground and dealing 3d6
x 10 damage to anything vulnerable to
silver underneath it. Anything nearby
will suffer 3d6 damage from a rushing
wave of molten silver. The silver is worth
1d12 x100 sp. It counts as a local legend
and has 6 luck points and 1 fate point.

osr: 12 Hit Dice, Armour as bronze


plate/plate, Attack with stinger(d20 plus
Grub Poison), unbreakable morale, three
times as fast as an unencumbered man.
On any hit the target must make a saving
throw vs. poison or suffer a dose of grub
poison, granting a -1 penalty to attack and
armour class for each point of damage
dealt. Upon death, the wasp will heat
and melt, pooling on the ground. The
silver is equivalent to 10sp per hp of the
wasp, but will kill anything vulnerable
to molten silver that is underneath it,
and grant a saving throw versus a wave
of deadly molten silver to anything
in melee range with it. The wave of
silver will do 3d12 damage to those in
melee. A save results in half damage.
cat headed elf
These creatures are 0th level elves who
have heads resembling those of hairless
cats. They wear no armour but are clad
in Egyptian style white linens, and carry
both wooden tower shields and bronze
khopesh swords. These Elves will attack
any other monsters on sight, above the
party (until the party has attempted to
defile the Shrine by stealing the Sphinx
Eyes). They will not fight with monsters
in rooms that are designated as cells. They
can be reasoned with and may not attack
the PCs if any of them speak Elven and
can make an appropriate reaction roll (or
obviously outclass the Elves). They are the
remnants of the original wardens.

ngr: They are elves with the innate


spell “Cat’s Eye”. They are quick (13
agility) but antisocial (7 social).
They are 0th level one part warrior
(guard), one part priest (fervour).

osr: 1 Hit Die, Armour as shield, Attack


with weapon (Khopesh, d8), average
morale, as fast as an unencumbered man.
giant eyes
These creatures resemble a beachball
sized eyeball being trailed by a great
mass of writhing grey tendrils no thicker
than a human thumb. It silently floats
about through the prism using the
power of levitation. It is intelligent but
has goals and concerns outside the ken
of human understanding, nor could
the eye understand human needs. It is
utterly alien. They are aggressive if the
d6 roll was even. They will always be
encountered with their energy barrier
already summoned, which is invisible
unless struck.

ngr: Size modifier 2. Highly intelligent


(16) with superb vision (16 awareness).
May cast Eye-Beam or Ocular Shield
at power level 2 for no cost, as long as
the Dimensional visionary is still alive,
otherwise they have a mana pool of 12.
They are memorized, not innate spells.
Their tendrils count as an entangling
weapon, and allow them to mimic the
effects of the overreach combat trick.

osr: 4 Hit Dice, Armour as unarmoured,


or leather if energy shield is active. Attack
with an eye beam (save or suffer d6 x 2
damage), excellent morale, half as fast as
an unencumbered man. Giant Eyes can
surround themselves with energy barriers
during their turn as an action, provided
the eye in question does not already have
a barrier. This energy barrier can suffer 5
points of damage before dissipating and
regenerates 1 point of damage per round.
Additional damage will not carry through
to the Giant Eye. Any failed melee attack
against the Giant Eye that rolled 5 or less
will result in the attacker being disarmed
by its mass of whipping tendrils.
dimensional visionary
This creatures is a scaled up Giant Eye,
an eyeball the size of a Volkswagen
beetle. Several smaller eyes are budding
around the edges where its tendrils meet
its eyeball. In time these will sprout off
as new Giant Eyes. The Dimensional
Visionary is always aggressive, and will
always be encountered with its energy
barrier already summoned.

ngr: Size modifier 4. Supernaturally


intelligent (20) with unparallelled vision
(20 awareness). May cast Eye-Beam or
Ocular Shield as memorized spells with a
mana pool of 100. Its tendrils count as an
entangling weapon, and allow it to mimic
the effects of the overreach combat trick.
It counts as a local legend and has 6 luck
points and 1 fate point.

osr: 8 Hit Dice, Armour as unarmoured,


or leather if energy shield is active. Attack
with an eye beam (save or suffer d6 x
4 damage), unbreakable morale, half
as fast as an unencumbered man. The
Dimensional visionary can surround
itself with an energy barrier during its
turn as an action, provided it does not
already have a barrier. This energy barrier
can suffer 10 points of damage before
dissipating and regenerates 1 point of
damage per round. Additional damage
will not carry through to the Dimensional
Visionary. Any failed melee attack against
the Dimensional Visionary will result in
the attacker being disarmed by its mass of
whipping tendrils.
owl headed warriors
The warriors take the form of a naked
human with the head of an owl. If one of
them is slain through a blow to the body,
the owl head rips free of the human body,
revealing its owl body, and flies away. It
is no longer able to speak, but will nest
in any cleanly decapitated humanoid
and then reform. They each have a pair
of silver rapiers, but they don’t have any
sheaths or belts to hold them in. They
won’t start a fight unless attacked, or
someone actually manages to open the
door (or has an obvious way to do such).

ngr: Level 6 three part warrior.


Specialized with the rapier. Know
the riposte, off-hand parry, feint,
lunge, crazy weapon tricks!(rapier)
and whirling parry combat tricks.

osr: 8 Hit Dice, Armour as


unarmoured man, Attack with
weapon (rapier), excellent morale,
as fast as an encumbered man.
extraterrestrial ice people
These creatures are from a distant world,
where their sun is but a faint dot in the
sky. They naturally have quite fantastic
low light vision and a tolerance for
temperatures below the fathoming of
a medieval mind. They also would be
blinded by rooms too dark for humans
to see in, and would die of heat fairly
quickly in a blizzard. Their ice armour
is actually an encounter suit to allow
them to handle the scorching hell of
earth’s polar regions. These remnants of
a larger regiment have gone mad over
several millennia of confinement, and
now believe they are elves. Someone
speaking Elven might be able to
convince them not to be murderous,
but they are inclined to hostility.

ngr: Level 2 two part warrior


(Specialization: two handed sword,
combat awareness, combat tricks), one
part wizard (sage). Knows the sunder
combat trick. Armour is advanced,
reinforced plate armour with a full helm.
Their sword and armour are super-
hardened ice (hardness of 6). They take
double damage from fire or heat, but
regenerate damage from cold attacks.

osr: 3+3 Hit Dice, Armour as plate/


full plate +1, Attack with weapon +1 (two
handed sword), poor morale, as fast as an
encumbered man. Takes double damage
from heat or fire based attacks, but gains
hitpoints from cold or ice based attacks.
azoozl
Azoozl takes the form of five identical
wraith-like figures. A skull with clumps
of dried flesh still climbing to its frame
sticks out of tattered rags along with
two grasping boney arms. In place of
eyes there is a single gem in the left
socket. Azoozl has gone mad from his
imprisonment and now seeks only to
cause suffering and terror. He cannot leave
his cell, but he can cause the door to cease
functioning from his side. Someone on the
other side can still open the door. Upon
his death, one of his forms will randomly
drop his gem eye, which will materialize
and become solid.

ngr: Level 10 three part wizard, 1 part


priest (haunting/exorcism). Azoozl is
supernaturally intelligent, though he
has gone mad (social 1) . Azoozl is an
incorporeal undead creature with the
innate ability to age a target 1d8 years
with a successful melee attack (luck points
reduce the years aged on a 1 to 1 basis).
All five bodies share the same damage,
luck points, and mana. Azoozl is immune
to non-magic weapons. He has memorized
a complement of randomly generated
spells. He can cast any spell that has a
d4 result of 4, and a d6 result of 2 or 4.

osr: 10th level Magic-User, Unarmoured,


Attack with energy drain, unbreakable
morale, twice as fast as an unencumbered
man. Has a full complement of spells.
All five bodies share the same pool of
hitpoints and the same memorized
spells. Azoozl is immune to non-magic
weapons and has standard undead
immunities. Azoozl can be turned.
skeletons
Human skeletons wearing leaf cloaks,
wooden masks resembling human faces,
wooden splint armour, and wielding
staffs. The cloaks are dried leaves but are
strangely resistant to fire. See the treasure
section for more details on the leaf cloaks.

ngr: Undead. Partial wooden


mail. Staff. Leaf cloaks grant a +3
bonus against magical damage.

osr: 1 Hit Die, Armour as studded


leather or leather +1. Attack with weapon
(staff), unbreakable morale, as fast as
an unencumbered man. Undead, with
all the immunities and weaknesses that
implies. Cloaks grant +3 to saves against
spells, and reduce spell damage by 3.
treasure
glass coins ethereal blade
These glass disks bear the profile of a The ethereal blade appears to be a hilt
hairless cat head on one side, and an and pommel carved out of lapis lazuli and
Egyptian hieroglyph on the other. They polished to a smooth finish. A ghostly
are worth 10sp each to a collector of blade protrudes from it, harmless and
antiquities in a city immaterial against mundane beings, but
stronger than steel and as heavy as lead
staff of power when swung against magical beings.
This staff is is carved from a massive
ngr: When swung against magical beings
length of mammoth ivory. It is carved
(anyone impacted by exorcism) it deals
with ribbons of rounded undecipherable
1d12 damage (as if a +5 weapon were
runes and studded with glass beads.
swung at an immaterial creature). Anyone
ngr: This staff may be used as a spell with a mana pool will lose 1d12 mana as
component for any channelling that if it were damage, whether or not they
draws magic from the surrounding area, are inherently magical. These effects are
granting 2 additional mana back to the a result of the material the blade is made
wizard. The staff is not destroyed when out of, and cannot be reverse engineered
used as a spell component in this manner. with sage (though it might be possible to
reform the blade into another object).
osr: A magic-user may memorize an
additional first level spell while they hold osr: When swung against elves and
this staff. This spell is stored within the other intrinsically magical beings it deals
staff and may be cast as normal from the 1d12 damage. It counts as a +5 magical
staff. If the magic-user at any point lets weapon for the purposes of hitting such
go of the staff before casting the spell creatures. Any being with a memorized
contained within, it dissipates harmlessly. magic-user spell will be affected by the
ethereal blade.
iron key
The key appears to be a crudely wrought black lotus
iron skeleton key. Black Lotus is an incredibly potent herb
that is extremely rare and delicate. Anyone
ngr: The key was crafted using the
breathing in the pollen of a black lotus
“Magic Key” spell at power level 30,
(or the dust of a crushed flower) will pass
and contains a dispel instead of a stored
out in a delirium as they are wracked by
spell. The potency of its dispel virtually
supposedly prophetic hallucinations. A
guarantees opening any magical lock.
skilled herbalist could distill the black
osr: Will fit in and open any magical lotus to a safer narcotic, or a more
lock or seal by dispelling the magic of the deadly neurotoxin. If encountered as
lock (permanently) and turning the key to random treasure, a single blossom will be
rusted dust. One use only. somehow contained in a wax stoppered
green glass bottle. It cannot be removed
without breaking the glass (almost
certainly destroying the blossom).
ngr: Breathing in the flower deals a restores 1d20 hp, and allows a fresh saving
repeating d20 points of intoxication. throw to cure each disease or magical
affliction (such as lycanthropy or mummy
osr: An individual may attempt a saving
rot) currently impacting the user. The
throw versus poison to avoid breathing
crystal then crumbles to dust.
in any of the flower, but any failed saving
throw with a result that is more than
silver arrows
the character’s constitution score will
Other than werewolf hunting, the
result in death. If a character is forced
arrows can be considered treasure
to breathe deeply of the black lotus they
worth 60sp per quiver.
will automatically pass out and count as
having failed their saving throw, but they
golden rings
must still roll to see if they die.
The rings are simple golden bands
inscribed with elven writing. The writing
baby teeth
seems to be half-completed sentences
These are largely worthless, though faerie
with typos or awkward wording that the
folks are said to value them at 1sp each if
goldsmith could never get right. These
you know the location of a faerie market.
are rejected rings, but still have value
when sold to humans who think the Elven
expensive furs
writing means “courage” or “hope”. They
There are a number of valuable pelts
are worth 20sp each.
(1: Beaver, 2: Fox, 3: Mink, 4: Wolf, 5:
Wolverine 6: Dalmatian). They are worth
eye of azoozl
the d6 result times 20sp each.
The eye of Azoozl is a round multifaceted
gem of a pinkish green hue.
magic crystals
Each Magic Crystal contains powerful ngr: The eye was the talisman of Azoozl
healing energies. and has 5 benefit levels. Anyone who
replaces their eye with the eye of Azoozl
ngr: An individual may tightly grip a
can see magical auras around any magical
crystal in their hand and hum. Doing so
being, item, or location. They also suffer 1
will activate a regeneration spell stored
stress per hour of use.
inside. Each crystal currently has the
following spells stored inside: “Create osr: Anyone who replaces their left eye
Power Crystal”, “Psychedelic Wellness”, with the eye of Azoozl will be able to see
and “Focused Hum” at power level 2. See out of the eye, and be subject to False
the spell section for details, but the gist Seeing. Replacing their right eye grants
is that when activated (by humming) them True Seeing. An individual using
the individual will heal two points of the Eye of Azoozl cannot sleep without it
damage, disease, and mutation for each being removed. Azoozl had the gem in his
point of intoxication they currently are left eye.
suffering from.
silver rapier
osr: When gripped tightly by an
The silver rapiers of the Owl Headed
intoxicated or inebriated individual, the
Warriors are each worth a whopping 300sp.
crystal will radiate healing magic that
glass prisms
Simple glass prisms that can be used to fill
spells
a room with rainbow colours. They can be
magic key
sold in any market square for 1sp each.
Template: spell storage
Difficulty: +1 per power level
Cost: +1 per power level
Range: Touch
Complexity: 1

This spell allows the caster to store


another spell in a metal key. The stored
spell will be activated when the key is used
on a lock. The spell will treat the activator
as the ‘caster’ and the target.. The spell
stored in the key will weaken by 1 power
level per week unless stored in an area
where it cannot oxidize. A caster may
also choose to store a dispel attempt in a
key instead of a spell. The difficulty of this
spell is used as the dispel attempt’s spell
power bonus.
leaf cloaks
The cloaks are made from great create power crystal
piles of dried leaves, but are strangely Template: spell storage
resistant to fire. Difficulty: +1 per power level
Cost: +1 per power level
ngr: The leaf cloaks are religious relics
Range: Touch
to a prehistoric human deity. They are +3
Complexity: 1
armour that only grants damage reduction
against exorcism or magical damage. They This spell allows the caster to store
also reduce the accrual of other magically another spell in a shard of crystallized
caused points (stress, mutation, etc) by mana. The stored spell will be activated
3. They cease functioning while in any when a trigger (see trigger spell) is
area that does not grant at least 1 point of activated. The spell will treat the activator
mana recovery per night. as the ‘caster’ and the target. The entire
cost of the spell (including Create Power
osr: The cloaks cause the wearer to
Crystal and Trigger) must be paid through
both gain +3 to saving throws against
the mana crystal itself.
spells or spell-like effects and take three
less damage from any magical spell or
spell like effect. This only functions in
magic rich areas. Cities and lands deep in
civilization cause the magic to suspend,
meaning they are now just piles of
tinder until the wearer once more leaves
civilization behind.
psychedelic wellness caster morph to look exactly like the eyes
Template: regeneration of a large cat. This spell has a duration of 5
Difficulty: 2 per power level (cumulative) minutes per power level.
Cost: 2 per power level
Range: Self esp
Complexity: 2 Template: weakness (strength)
Difficulty: 2(cumulative) per power level
This spell allows the caster to heal
Cost: 3(cumulative) per power level
themselves. The caster heals a
Range: Self
number of points of damage (not
Complexity: 1
luck), mutation, and disease each
round equal to the power level of this This spell causes the target to temporarily
spell times the number of points of gain supernatural awareness for 1 round
intoxication the caster has accrued. per power level, or until they move.

focused hum eye-beam


Template: trigger Template: bolt
Difficulty: +3 Difficulty: 2 per power level
Cost: +1 Cost: 4 per power level
Range: Touch Range: Long Missile Range
Complexity: 1 Complexity: 1

This spell is used to set a condition This spell enables the caster to
for another spell to either activate or send a deadly beam from one of
deactivate. The condition for this trigger her eyes. The beam of energy will
is holding the item containing the spell leap towards the target. On a hit it
and humming loudly. This spell is cast will deal 1 repeating d6 of damage
alongside the main spell. If you wanted times the power level of the spell.
a spell to be able to ‘toggle’ on and off,
it would require casting two additional ocular-shield
triggers with the main spell. A spell that is Template: bubble of protection
deactivated by a trigger still counts down Difficulty: 2 per power level
its duration as normal, the effects are Cost: 3 per power level
merely masked. A spell with no duration Range: Self
(such as a blast) cannot be toggled. Complexity: 1

This spell causes the caster to be


cat’s eye
surrounded by an energy shield that
Template: Night Vision
absorbs incoming attacks. The shield
Difficulty: 1 per power level
can absorb 3 points of damage per
Cost: 1
power level before dissipating. The
Range: 1/4 normal vision
shield has a DR of 1 for every 3 power
Complexity: 1
levels. Every round it regenerates 1
This spell allows the caster to see in the of the points of damage dealt to it.
dark up to a quarter of the distance they
could see in optimal light. The eyes of the
the entry the white the vault the cell of the
way (1) room (2) (3) dimensional
visionary (4)

the hub (5) the ruins the lucky the lock


(6) room (7) (8)

the cell the the ancient the


of the ice controller forum (11) gauntlet
people (9) (10) (12)

the unlucky the cell of the the shrine


room (13) the necro- weightless (16)
mancer (14) (15)

the secret the well the cell of the exit


(17) (18) the wasp (20)
mother (19)
“Impudent Fools!
You dare oppose Zardax the Impressive?
Whoever you are, you are no match for my
diabolical prison of inescapable terror!
And seeing as you will surely perish in that
cursed place, I see no reason not to gloat about
my cunning plan...”
— Zardax, repeatedly...

ISBN 978-0-9920472-9-0

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